The latest beta releases of ufo2000 are available here. They install into its own directory and do not overwrite installation of the stable version of the game, so stable and beta versions of ufo2000 can be both installed on the same computer. Upgrading beta version is simple, just download a new installer and run it, it will upgrade your existing installation preserving all the configuration and team settings.

Beta versions are configured to connect to lxnt.info:2001 server (it is different from stable versions which use lxnt.info). The game can automatically send bugreports for some kind of problems to the server, so by playing it you greatly help us to test its stability. Server statistics is available on this page.

You can also report bugs and submit feature requests at ufo2000 bugtracker as the automatic error reporting can't provide all the important details. Also if you are testing the game in hotseat mode and it crashed, we would like to have a look at ufo2000-crash.log file which it generates in ufo2000 directory.

Testing beta releases will help us to release the next stable version sooner. Thanks.

one suggestion....would it be possible for the address to the development page to be displayed when you enter the channel? It seems that a lot of people don't know it and it is a pain having to type it all (especially with the keyboard changed)

could you ever make it so that different versions are compatable, so that different versions can play. Maybe advanced stuff only higher version can have is disabled down to what earlier version have. (This may also help lxnt, because he has the top version and there aren't many people he can play, as he has the top developers version, even if he has all versions on his computer

could you ever make it so that different versions are compatable, so that different versions can play. Maybe advanced stuff only higher version can have is disabled down to what earlier version have. (This may also help lxnt, because he has the top version and there aren't many people he can play, as he has the top developers version, even if he has all versions on his computer

do you mean dev-version and stable version? this will be a lot of work...

By the way, a new beta verison of UFO2000 (0.4.1.622) is available. Not that it is a real news for the people who regularly play UFO2000. But some people can probably think that we did not release anything new for a long time because of inactivity in this forum

By the way, a new beta verison of UFO2000 (0.4.1.622) is available. Not that it is a real news for the people who regularly play UFO2000. But some people can probably think that we did not release anything new for a long time because of inactivity in this forum

Yeah, I've been noticing how I've played less and less UFO2000, much less post about it (those ufo strategies aren't that easy, not to mention all the bugs involved with the maps). That might be my New Year's resolution: Play at least 1 hour of UFO2000 a day. Or 4 hours per week. That is if Pardus and Xenocide don't beckon me first......

A new beta version is available: UFO2000 0.7.682. See the fist post in this topic for download link.

It contains some bugfixes and also it is now possible to save as many replays as you wish (message box appears at the end of each battle asking you whether to save replay and which file name to use for it), "Airfield" and "Modified City" terrains updated, shift-left arrow/shift-right arrow are now used to show/hide minimap. The game has some other changes which are all listed in ChangeLog.

A lot of beta versions have been released since the last post in this thread. The latest beta at the moment is UFO2000 0.7.743. See the fist post in this topic for download link.

A brief list of most important changes since version 0.7.682:* Flying armor now can fly.* Fix for diagonal UFO walls bug. * Explosives now detonate after destruction. * Explosions are properly animated now.* Resizeable font in the chat console (shift-'+' and shift-'-' keys). * Fixes in explosion and smoke range, they are moddable now using standard-items.lua file. * Screenshots are now saved in PNG format instead of old PCX (F12 key).* And a lot of other minor changes and bugfixes (the list is too long)

PS. Does anybody read these announcements? Should I continue posting them here from time to time?

Well, I just forgot to post announcements here and everybody seems to have forgotten about the fact that we release new beta versions quite often All the most up to date news can be found in the ufo2000 mailing list. Every change to the sources is automatically posted to this mailing list, an example can be seen here (with a comment from the developer who added that change). Also whenever a new beta version gets released, the following e-mail message is posted to the mailing list as well. If you subscribe to the mailing list, you will get all this information. You can also post messages to this mailing list too and I will be able to read them and answer *much* sooner than in this forum

By the way, If I ever forget about posting notifications about new beta versions here with "human readable" whatsnew information, just remind me to do this

Woohoo! GJ team! *dances*

What next?

Currenly in development: new units, night missions, support for user made weaponsetsPlanned: AI, geoscape and single player mode, ... maybe even 3D frontend, who knows (but only if it will look good and we will not have to sacrifice any features like terrain destruction for example)

most important changes:- now light sources in night missions work;- simple geoscape demo added (not playable yet);- game server improvements (persistent storage of information in sqlite database);- the game now can be compiled and run in 64-bit linux on amd64;- balance tuned and some bugs fixed;

most important changes:- weapons modding improved (now it is possible to add new items, the only requirement is that they need to have unique indexes)- now it is possible to change explosions animation in 'standard-items.lua' file, download and extract new experimental explosion sprites into 'arts' subdirectory to test how it works- some other internal changes not visible to ordinary players yet

PS. Geoscape code is currently on hold, we are looking for a developer to take care of improvements to this part of the game...

I have added 3 new items but i got a few problems...
first... what is the sound of the sonic cannon from tftd?
second... what damagetype is the sonic cannon?
third... the sonic cannon and the clip wont appear in the equipment screen...
heres the file... consider it a donation to ufo2000...so we can get a few tftd weapons...
the disruptor is based on the PSI-AMP so it doestn work.
while the sonic cannon kinda works...

EDIT: added a sonic pulser and made the sonic cannon more expensive...
it has more accuracy...more damage... but it costs more than a heavy plasma and uses more tu...also it has a high weight.
kinda same for the pulser... bigger explosion range...more damage... but more weight,cost and tu.

I think the devs might want to fix the palettes issue before trying this..

Use pck_image_ex(true, 32, 48, ...) instead of pck_image(...), pck_image_ex is an extended version with 3 first parameters able to specify palette (true - tftd, false - xcom), width and height of pck sprite. Unfortunately pck format is somewhat crippled and does not contain this information so you need to pass these parameters to loading function (pck_image is just a function with default parameters for x-com).

And maybe it would be better to move these weapons modding posts to a different thread, what do you think?

I think the devs might want to fix the palettes issue before trying this..

Use pck_image_ex(true, 32, 48, ...) instead of pck_image(...), pck_image_ex is an extended version with 3 first parameters able to specify palette (true - tftd, false - xcom), width and height of pck sprite. Unfortunately pck format is somewhat crippled and does not contain this information so you need to pass these parameters to loading function (pck_image is just a function with default parameters for x-com).

And maybe it would be better to move these weapons modding posts to a different thread, what do you think?

Where do you have to put that thingie in, Serge? Can't find it, maybe it's just me.

most important changes:- Visibility calculation optimized, now movement animation should be much smoother (Tursiops)- Fix for bug #78 ('Objects don't fall when the floor is destroyed'), patch submitted by Tursiops- Unfinished games can now be restored and continued (MadRat)- Many improvements and bug fixes in the new beta server at http://lxnt.info:2001 (MadRat)

I really like Tursiops's patches. Being able to save a game while playing somebody will most likely give people that don't have enough time to play a whole game the more of wanting to play more is great too. Nice to see bugs being worked out, so what kind of bugs were fixed?

This is showing big improvement in the game to the naked eye. Keep up the good work everybody!

I really like Tursiops's patches. Being able to save a game while playing somebody will most likely give people that don't have enough time to play a whole game the more of wanting to play more is great too. Nice to see bugs being worked out, so what kind of bugs were fixed?

Some server bugs were fixed By the way, new server (lxnt.info:2001) now provides real ELO rating, which does not expire after a week.

But in order to make it a real replacement for lxnt.info:2000 we need to test it more. Some statistics are not yet supported (terrains statistics, operating systems, etc.) just because we have too little battle results to experiment with

And new features from the latest beta surely need some testing too to find all the hidden bugs.

Built with the latest version of allegro library, so there are chances that it behaves better with the sound http://ufo2k.lxnt.in...view.php?id=251 and keyboard layout switching (no more annoying typing in russian). On the other hand it could get even worst So some testing would be appreciated.